Enhancing Program Delivery Through New Technologies CSU Extension October 2, 2008 Dr. Karen Kaminski Chair, Master of Education, Adult Education and Training School of Education Colorado State University 97o-491-3713 [email protected] Objectives We will investigate:
American Society of Training and Development State of the Industry report (2007)
at the same time
allows for immediate communication
at different times
allows for time to think, reflect, and gain additional information before responding
live two-way audio and video, runs on the internet, point-to-point or multi-point (PolyCom), requires camera, microphone, high speed internet, bridge for up to 30 simultaneous connections.http://www.polycom.com/usa/en/home/index.html
Voice Over IP (VOIP)
internet telephone, requires free installation, head set, camera optional, up to 10 simultaneous video, unlimited audio only.
SKYPE is an example: http://www.skype.com
One way communication to disperse information, recorded audio and/or video, stored on a streaming server (I-tunes), downloadable for later use, requires hand-held or computer, speakers or head phones, anyone who has the link can view.
Examples are viewable at http://podcast.com/
Two way communication which allows for sharing of text, and digital images or video, requires a computer and speakers if audio is used. Can be closed or open to public
Wikis can be used as knowledge management tools. They store definitions, documents, training videos, company policies, and more.
Provide one way video and two way audio.
These are typically viewed ‘live’ but can be saved and
streamed for one-way delivery of information.
Examples related to classroom technology are viewable at http://www.campustechnology.com/mcv/resources/webinars/
Learning Management Systems
Users save links to web pages that they want to remember and/or share. These bookmarks can be saved privately, shared only with specified people or groups, shared only inside certain intranets, or another combination of public and private domain. http://Del.icio.us
a virtual world where individuals create their own avatar – and can then travel around in the world communicating with others who are present.
Refereed or research journals: